smoke1.zip

About This File

Well... I tried to make it look more like 2 buildings
but it didnt really look that way when I tried them. I ended up making
back doors for each "BUILDING" which you can sneak attack people in or
find hidden passages. This level is meant as hunting grounds not all
you DOOMCAMPERS who like to stay in one spot for a long time, although
it does work well for you guys.

File Information

ID software of course for the ass-kicken game theyve made!
Scotts Doom Pages For the great page!
Dwelller,Rajun Cajun and Deth for telling me how to upload.

Text File

Smoke wads are a new DeathMatch series of Wads.

Author: Cole Savage
Nickname:Smoke
Level Design: Well... I tried to make it look more like 2 buildings
but it didnt really look that way when I tried them. I ended up making
back doors for each "BUILDING" which you can sneak attack people in or
find hidden passages. This level is meant as hunting grounds not all
you DOOMCAMPERS who like to stay in one spot for a long time, although
it does work well for you guys.

THANKS TO: ID software of course for the ass-kicken game theyve made!
Scotts Doom Pages For the great page!
Dwelller,Rajun Cajun and Deth for telling me how to upload.

I HOPE YOU LIKE MY WAD ITS FOR DEATHMATCH ONLY!
YOU CAN E-MAIL ME AT COLE@DODGENET.COM

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File Reviews

Pretty enjoyable map, besides volume of background music. I'm just turned it off and stalk through map in silence, hunting on enemies that waited for me behind each corner. For vanilla-compatible map its very big and complex in structure. Map brings a good survival challenge for player by lack of medikits, forcing to play carefully and without haste.
I remember that i seen boxes with rockets, but not the Rockerlauncher itself. Its strange, but not breaks gameplay.
Overall, its a good example of vanilla gameplay and design.

yeah I gotta admit, this one's pretty good too. apparently it's not a speedmap, but it damn sure got inspired by a lot of hard levels we all know and love. if it attempted only to do that and make a hard level that has similar aspects to those many maps, it succeeded, even though the level itself isn't gonna be as memorable, it is still a fun, tough challenge map. hone your skills with this map.

rather oddly, this short map ends up being my favorite from Didy. it's not confusing at all at least until you try to find the red skull key, and the pacing is pedestrian. the setting of the beach and the underwater stuff feels amazing, and the preshow at the beginning plus the interior parts weren't too bad either. all in all, pretty neat for once.

well, it's a speedmap alright, but those familiar with the magnum opuses that DD has already given will obviously not like this one as much. atmospheric? somewhat. nonlinear? that's great. tough? not as much as the other ones. basically, this is forgettable by DD's standards but is still miles ahead of other speedmaps I've played.